194,060 Commits over 4,079 Days - 1.98cph!
FOR FUCK SAKE base directional light
- Added DirectionalLight_Asteroid prefab to Factory1 scene
human anim controller data got lost somehow and updated mammoth and die anims
Most deployables now have a two day decay delay and a two day decay duration (from 1 + 2)
Automated Linux DS Build #352
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Automated Windows Build #352
Automated Linux Build #352
game.LoadNextMap, game.SetTimeScale, game.SetSkillLevel, game.GetTimeScale, game.GetSkillLevel no longer crash when g_pGameRules = null
Various stuff. Proper hunger and nutrition.
BehaviourPlanSettings.PlayerCommandFX uses VisualFX
order prefab move looping fix
Prefab updates, removes VisualFX + AudioSource components
Data updates
Effect Visual FX and Effect Emotes are singular
VisualFX uses AudioManager
VisualFX data doesn't require prefab with component, does all setup internally
Some AudioManager tweaks, added loop functionlity and on demand stop/return to pool
Fixed some bad data in the Territory AI module
Automated Linux DS Build #351
Automated Windows Build #351
Automated Linux Build #351
Improved handling of 0 subs for menu_cleanupgmas
Dispensers now have configurable item pop angle and force.
Fixed projectiles being broken
trying to get latest but its making do a merge
Fixed workshop to game issue
Added player markers
Set visible range for HUD
Projectile trigger enable fix
- Fixed error with room update tool
Beep fixes: can now join server from workshop, limited view range of HUD
CalculateTrajectory tweaks
Projectiles ignore collision when not moving or below threshold of flight time